Added null checks to NetworkedObject

This commit is contained in:
Albin Corén 2018-04-02 16:51:16 +02:00
parent 5beac0f00c
commit f258f0bb68

View File

@ -124,7 +124,8 @@ namespace MLAPI.MonoBehaviours.Core
private void OnDestroy() private void OnDestroy()
{ {
SpawnManager.OnDestroyObject(NetworkId, false); if (NetworkingManager.singleton != null)
SpawnManager.OnDestroyObject(NetworkId, false);
} }
/// <summary> /// <summary>
@ -132,7 +133,8 @@ namespace MLAPI.MonoBehaviours.Core
/// </summary> /// </summary>
public void Spawn() public void Spawn()
{ {
SpawnManager.OnSpawnObject(this); if (NetworkingManager.singleton != null)
SpawnManager.OnSpawnObject(this);
} }
/// <summary> /// <summary>
/// Spawns an object across the network with a given owner. Can only be called from server /// Spawns an object across the network with a given owner. Can only be called from server
@ -140,7 +142,8 @@ namespace MLAPI.MonoBehaviours.Core
/// <param name="clientId">The clientId to own the object</param> /// <param name="clientId">The clientId to own the object</param>
public void SpawnWithOwnership(int clientId) public void SpawnWithOwnership(int clientId)
{ {
SpawnManager.OnSpawnObject(this, clientId); if (NetworkingManager.singleton != null)
SpawnManager.OnSpawnObject(this, clientId);
} }
/// <summary> /// <summary>
/// Removes all ownership of an object from any client. Can only be called from server /// Removes all ownership of an object from any client. Can only be called from server